This rule is part of my German house rules document, Halberds & Helmets. I just can’t remember the weird rule from the Basic D&D and Labyrinth Lord books. Inspired by skills in Apocalypse World I decided to use 2d6 and ideas by Erin Smale he left in a comment on a Google+ post of mine.
Chase: If you’re being chased, roll 2d6. On a 2, you’re surprised. On a 3–6, it’s a fight. On a 7–9, choose two points from the list. On a 10–11 choose one point. One a 12, you made it, no problem.
- you were separated
- it takes a long time
- you got lost
- you had to drop shields and backpacks
Optional modifiers. +1 for each of the following: if there are twice as many chasing you, if you have a faster movement rate, if there’s a thief in your party, if it rains, if it’s dark. -1 for each of the following: if there’s an elf or a ranger tracking you, if there are wounded party members with you, if there’s snow on the ground.
Only use the modifiers if you remember.
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